June 14, 2010 – 9:00 PMOmnilink Global Headquarters – Salt Lake, Kolkata
The numbers were obscene.
Even for a company accustomed to shattering records, Aegis Games and Omnilink's backend servers were on the edge of collapse. Every screen in the Operations Center glowed red with live statistics—graphs, heatmaps, server loads flickering dangerously close to overload.
Yet no one was panicking. Because no one dared to interrupt the greatest show on Earth.
12 Weeks. 10 Regions. 600,000 Squads.
And now?
We had 400.
The online bloodbath had concluded. From every corner of the world, from snow-choked Siberian basements to sun-scorched rooftop cafés in Cairo, from rain-swept Osaka internet dens to sprawling esports cafes in São Paulo, the message was the same:
"We made it to LAN."
The final 400 squads—the elite from each region—were no longer just players. They were warriors carrying the pride of nations on their backs.
The Numbers Behind the Madness
Across all ten regional qualifiers, the combined viewer count had shattered 680 million concurrent viewers during the peak elimination rounds—a number that made even the World Cup Final blush in comparison.
North America's semi-final broadcast alone drew a peak of 143 million live viewers, with half of them flooding Omnilink's chat servers, slowing even its cutting-edge architecture to a crawl.
Europe's qualifiers? Another 110 million peak, led by a near-riot in Paris when the reigning European gaming champions Black Falcon were eliminated by a Polish squad of complete unknowns.
South Korea's LAN venue tickets in Seoul's Olympic Arena sold out in 17 minutes, the fastest in the nation's history—even faster than K-pop mega concerts.
Japan's Tokyo Dome LAN tickets were scalped for over 500,000 Yen ($5,000 USD) each within hours of release.
India's qualifier drew 167 million peak viewers across all online platforms, with Indian broadcasters cutting into their regular programming to cover WarFall like it was a national sporting event. The top 200 squads battled for the right to touch LAN soil—a chance to compete in the first-ever esports mega event held at Mumbai's NSCI Dome.
Even in the Global Wildcard region, where infrastructure was weak and esports had been a niche concept, viewership crossed 58 million, a staggering first for nations like South Africa, Greece, and Chile.
Total Combined Global Audience for Online Phase:➤ 694 Million Peak Concurrent Viewers➤ 2.1 Billion Unique Viewers Across All Platforms Over 12 Weeks
The Road to LAN – Ticket Wars and Venue Riots
For the first time in modern entertainment history, every regional LAN event was sold out before the final squads were even confirmed.
In North America, Madison Square Garden was chosen as the battleground—a venue steeped in sporting and musical history, now transformed into a technological cathedral for virtual war.
In South Korea, Seoul's Olympic Arena would host 40 squads under the blinding lights of global fame. Ticket queues outside the venue started forming 12 days before sales even opened, leading to impromptu street festivals where fans erected makeshift WarFall-themed stalls, offering custom merchandise and player-themed snacks.
In Japan, the Tokyo Dome LAN turned into a cultural event, with companies running WarFall-themed trains plastered with team banners and holographic player avatars floating above busy train platforms.
In India, chaos reigned supreme.
The announcement that Mumbai's NSCI Dome would host the regional finals led to a five-hour online ticketing meltdown, with scalpers openly bragging about buying entire blocks of seats and reselling them for up to ₹75,000 per ticket.
News anchors likened the frenzy to Cricket World Cup Finals, while Omnilink's social media team barely kept up with the flood of memes, reaction videos, and amateur commentators dissecting every qualified squad's chances.
Regional LAN Final Venues & Capacities
➤ North America – Madison Square Garden, New York City (20,000 Capacity)➤ Europe – O2 Arena, London (19,000 Capacity)➤ South Korea – Seoul Olympic Arena (15,000 Capacity)➤ Japan – Tokyo Dome (45,000 Capacity)➤ India – NSCI Dome, Mumbai (8,000 Capacity)➤ South America – Maracanãzinho Arena, Rio de Janeiro (11,000 Capacity)➤ Australia/NZ – Qudos Bank Arena, Sydney (21,000 Capacity)➤ Middle East/North Africa – Cairo International Stadium Esports Hall (10,500 Capacity)➤ Southeast Asia – Impact Arena, Bangkok (12,000 Capacity)➤ Global Wildcard Region – Cape Town Stadium, South Africa (15,000 Capacity)
The 10 Weeks of Bloodshed – What the World Saw
The online phase was no ordinary qualifier. It was an evolving documentary in real-time, watched by billions.
Every squad's journey—from the early memes about potato teammates to heart-wrenching eliminations in the final rounds—was captured, clipped, and dissected by analysts, fans, and even mainstream journalists who had never cared about gaming before.
In Europe, the shock elimination of Germany's legendary Iron Ravens after a controversial grenade glitch became international news, with even Germany's national broadcaster running a special segment titled "The Fall of the Ravens."
In North America, the unstoppable rise of Team Vortex—a squad of underdog high schoolers from Kentucky—captured the imagination of millions. Their in-game leader, a 17-year-old nicknamed "Barnstorm," was now hailed as the region's future.
In India, the emergence of Team Vajra, the seemingly-ordinary squad that had performed with unnerving precision, left analysts baffled. No one could explain their immaculate rotations, their perfect counter-strategies, or how they seemed to always anticipate enemy moves. None knew that Aritra himself had handpicked every player, quietly shaping the squad into the ultimate weapon.
And in South Korea, a 14-year-old solo player, nicknamed "StormTiger," became the country's newest prodigy after surviving a 1v9 ambush using nothing but a smoke spell, a longbow, and sheer mechanical perfection.
Omnilink's Global Broadcast Infrastructure Stretched to the Limit
Behind the spectacle, Aritra's companies raced to keep up. The entire global tournament was not just a test of skill and bravery, but a live demonstration of what his 5G network and Omnilink's ultra-optimized video delivery system could handle.
The tech stack was being stress-tested on a level no telecom giant had dared imagine.
➤ 4.3 Petabytes of video data processed daily➤ AI-driven smart compression reducing data usage by 47% without visual loss➤ Global delivery latency reduced to under 1.1 seconds – effectively live for even rural viewers
The performance wasn't just good—it was terrifyingly flawless.
The Countdown Begins
With all regional qualifiers concluded, and the world bracing for the first LAN battles, every major broadcaster in the world had signed on to air the events.
➤ ESPN (North America)➤ BBC Sport (Europe)➤ NHK (Japan)➤ Star Sports (India)➤ SBS (South Korea)➤ Globo (Brazil)➤ Al Jazeera Sports (MENA)
Even nations like Vietnam, Nigeria, and Argentina—countries with no history in global gaming—had acquired rights to broadcast the qualifiers.
Inside Aritra's Villa – 11:55 PM
Aritra stood on the balcony, staring at the Kolkata skyline, lights shimmering beneath the summer haze. Katherine leaned beside him, her gaze flickering between him and the screen in her hand, replaying clips from Team Vajra's most recent match.
"They're monsters," she murmured. "It's like they knew every move before it happened."
Aritra only smiled faintly.
The whole world thought this was a tournament.
They didn't realize it was the first trial.
The real game was yet to begin.